Results 1 to 8 of 8

Thread: Projectile motion

  1. #1

    Thread Starter
    New Member
    Join Date
    Nov 2002
    Location
    Ontario, Canada
    Posts
    12

    Projectile motion

    Can anyone help me with a formula that will allow me to input velocity and angle and hieght (if possible) and then move a shape along that path for the increase in time?

    thanks

  2. #2
    Addicted Member
    Join Date
    Aug 2002
    Location
    London UK
    Posts
    255
    Yes you want to use the projectile motion curve formula:

    y = height above horizontal
    x = horizontal distance
    A = angle of projection above horizontal
    g = acceleration due to gravity (= 9.8ms-2)
    u = inital velocity

    y = x.tanA - g.x2.sec2A/2u2

    Draw that out somehow, then just chuck in time 't' for horizontal range using s = ut. Use the displacement obtained to move your dot along the line or whatever.
    Not at all related to sheep...

  3. #3
    Addicted Member
    Join Date
    Aug 2002
    Location
    London UK
    Posts
    255
    Just in case this might help, the general projectile motion formula are:

    1) GREATEST HEIGHT

    h = u2.sin2A / 2g

    2) TIME OF FLIGHT

    t = 2u.sinA / g

    3) HORIZONTAL RANGE

    R = u2.sin2A / g
    Not at all related to sheep...

  4. #4

    Thread Starter
    New Member
    Join Date
    Nov 2002
    Location
    Ontario, Canada
    Posts
    12
    does anyone have like a program that works that uses this so i can like see how to do it.. im still kind of lost

  5. #5
    Fanatic Member alkatran's Avatar
    Join Date
    Apr 2002
    Location
    Canada
    Posts
    860
    y = height above horizontal
    x = horizontal distance
    A = angle of projection above horizontal
    g = acceleration due to gravity (= 9.8ms-2)
    u = inital velocity

    y = x.tanA - g.x2.sec2A/2u2
    What are the '.' for? are they multiply?
    TanA, do you mean tan(a)?
    sec2a/2u2, do you mean sec(2a/2u2) and what does sec do
    Don't pay attention to this signature, it's contradictory.

  6. #6
    transcendental analytic kedaman's Avatar
    Join Date
    Mar 2000
    Location
    0x002F2EA8
    Posts
    7,221

    newton

    a projectile travels in a straight line unless a net force accelerates it, the acceleration will be proportional to the force and reverse proportional to its mass, a=F/m

    when accelerating the velocity of your projectile will change according to the formula a=dv/dt (acceleration is the time derivative of velocity) v=v0+a*t.
    the displacement of your project will similarly be s=s0+v*t, the displacement as a function of acceleration would be after differentiation, s=v0*t+at/2, and as a function of force, s=v0*t+Ft/2m, however when dealing with gravity the mass and its effect due to the force will take out each other, and what you have left is called the gravitational constant, which is about 9.8m/s^2 at earth surface.

    in two or more dimensions, you will have to treat displacement, velocity and acceleration as vectors, but the formulas are the same, to transform angles and scalar velocities into vectors, use the euler transformation: V(phi,r)=(r*cos(phi),r*sin(phi)) where r is your scalar velocity and phi your angle. you can use this n-1 times for n dimensions.

    ugh, didnt really have time for a lengthy explanation but you could look up these stuff on google..
    Use
    writing software in C++ is like driving rivets into steel beam with a toothpick.
    writing haskell makes your life easier:
    reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
    To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.

  7. #7
    Frenzied Member
    Join Date
    Jul 1999
    Posts
    1,800
    excuse me if I read too quickly....but:

    v=v0+a*t
    should be
    v=v0+a*(t^2)


  8. #8
    Addicted Member
    Join Date
    Aug 2002
    Location
    London UK
    Posts
    255
    Well you did read it too quickly, because under a constant acceleration, v = u + at.
    Not at all related to sheep...

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  



Click Here to Expand Forum to Full Width